Resume

Frank Force

frankforce@gmail.comwww.frankforce.com

Summary

I love game development and have been doing it professionally for over 15 years. In that time I’ve worked on several triple A games, wrote an open source game engine, participated in many game jams, hosted panels, given talks, ran booths, and spent some time as an indie developer.

I have significant experience in all areas of game development though I mostly specialize in gameplay engineering, rapid prototyping, design and leadership.

Professional Experience

Independent Developer, Killed By A Pixel 

Lead Engineer, Certain Affinity

July 2014 to Present

  • Shipped “DOOM” for Windows, PS4, and XB1
  • Collaborated with id on DOOM’s multiplayer
  • Developed hack module, progression and awards systems
  • Implemented game modes and game mode UI
  • Managed other engineers as a lead programmer
  • Assisted with hiring and interviewing candidates
  • Worked on “Mafia III”
  • Provided technical support and guidance
  • Worked on several unannounced projects

Contract Developer, Sifteo Inc.

January 2013 to October 2013, Austin, TX

  • Shipped “Wildflower” 2013, a game development kit and engine
  • Created “Squaresville” 2013, an original action adventure puzzle game
  • Created design document and artwork for original game concept
  • Worked directly with publisher to meet all milestone deliverables on time
  • Built a powerful custom game engine to run on very minimal hardware
  • Hired and managed a musician to write original music score
  • Developed several other prototype games for Sifteo Cubes

Software Engineer, LightBox Interactive

August 2009 to August 2012, Austin, TX

  • Shipped “Starhawk” for PS3
  • Worked on two major title updates and many incremental hotfixes
  • Responsible for all weapons and assisted with their art/design
  • Hooked up networking for various systems to work in multiplayer
  • Developed SPU cloth simulation and some other special effects
  • Worked with artists to implement most of the HUD and UI elements
  • Developed turrets and many other gameplay systems

Software Engineer, Volition

October 2005 to November 2007, Champaign, IL

  • Worked on “Red Faction: Guerrilla” for Xbox 360 and PS3
  • Developed weapons and player control system
  • Implemented and tweaked vehicles using Havok
  • Converted gameplay and animations from 1st to 3rd person
  • Worked on small team to design and build studio wide UI solution

Software Engineer, Midway Games

January 2003 to June 2004, Chicago, IL

  • Shipped “Psi-Ops: The Mindgate Conspiracy” for PS2 and Xbox
  • Developed weapons system and implemented all weapons
  • Designed AI behaviors and combat logic
  • Wrote shaders and other graphics programming for Xbox port

Software Engineer, Hypnotix

October 2002 to December 2002, February 2001 to November 2001, Little Falls, NJ

  • Shipped “Outlaw Golf” for Xbox
  • Shipped “Deer Avenger 4” for PC
  • Worked on “Outlaw Volleyball” for Xbox
  • Implemented controls, animation, AI, HUD, and sounds
  • Wrote custom pathing system for AI
  • Helped design 3rd person combat gameplay
  • Developed studio wide particle sim and created special effects

Web Developer, Netsmartz

June 2000 to December 2000, Rochester, NY

  • Created a large scale online order tracking system for Global Crossing
  • Developed active server report pages with SQL and VBScript

Web Developer, PLH

June 1999 to August 1999, West Chester, PA

  • “Paracalc”, a heat transfer calculations program
  • Developed dynamic web pages and windows apps for clients

Videogame Credits

  • “DOOM” 2016 – PC, PS4, and XB1
  • “Mafia III” 2016 – PC, PS4, and XB1
  • “Wildflower” 2013 – PC
  • “Starhawk” 2012 – PS4
  • “Red Faction: Guerilla” 2009 – PC, PS3, and Xbox 360
  • “Psi-Ops – The Mindgate Conspiracy” 2004 – PC, PS2 and Xbox
  • “Outlaw Golf” 2002 – PC, Xbox and Gamecube
  • “Outlaw Volleyball” 2003 – PS2 and Xbox
  • “Deer Avenger 4: The Rednecks Strike Back” 2001 – PC
  • Participated in over 20 game jams

Education

B.S. in Computer Science, Rochester Institute of Technology

September 1997 to June 2002, Rochester, NY

  • Focused on Artificial Intelligence, Computer Graphics, Physics, Math, Art, Philosophy
  • Graduated with a 3.30 GPA and 208 credits

Technical Background

  • Code: C/C++, JavaScript, Lua, Python, DirectX, PS3, Xbox 360, Havok, HLSL
  • Tools: UE4, Visual Studio, ProDg, Code Warrior, GCC, Perforce, Subversion